Hey, I’m Zathong and this guide is about Fallen Corrin (M) Build in Fire Emblem Heroes (FEH).
Best Fallen Corrin (M) build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Fallen Corrin (M) build for the meta. Learn more about Fallen Corrin (M)’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Fallen Corrin (M) Builds
: Brutal Breath | A :Atk/Spd Solo 4 |
: Reposition | B : Null Follow-Up 3 |
: Glimmer | C : Res Smoke 3 |
S : Swift Sparrow 2 |
Recommended IVs
- +Atk/-HP
- +Atk for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 42 | Rank: 168/814 |
Atk | 38 | Rank: 81/814 |
Spd | 38 | Rank: 88/814 |
Def | 33 | Rank: 158/814 |
Res | 26 | Rank: 301/814 |
Roles
- Close Physical
- Exclusive Skill
Counters & Teammates
Counters
These picks are strong against Fallen Corrin (M) in game.
Teammates
These picks are good against Fallen Corrin (M) in game.
Gameplay
Skills
These are all skill for Fallen Corrin (M): Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Spd Solo 1 | If unit is not adjacent to an ally, grants Atk/Spd +2 during combat. | 5★ |
Atk/Spd Solo 2 | If unit is not adjacent to an ally, grants Atk/Spd +4 during combat. | 5★ |
Atk/Spd Solo 3 | If unit is not adjacent to an ally, grants Atk/Spd +6 during combat. | 5★ |
Atk/Spd Solo 4 | If unit is not adjacent to an ally, grants Atk/Spd +7 during combat. | 5★ |
Null Follow-Up 1 | At start of combat, if unit’s HP = 100%, disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. | 5★ |
Null Follow-Up 2 | At start of combat, if unit’s HP ≥ 50%, disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. | 5★ |
Null Follow-Up 3 | Disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. | 5★ |
Rouse Spd/Def 1 | At start of turn, if unit is not adjacent to an ally, grants Spd/Def +2 to unit for 1 turn. | 5★ |
Rouse Spd/Def 2 | At start of turn, if unit is not adjacent to an ally, grants Spd/Def +4 to unit for 1 turn. | 5★ |
Rouse Spd/Def 3 | At start of turn, if unit is not adjacent to an ally, grants Spd/Def +6 to unit for 1 turn. | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Night Sky | (Cooldown Count = 3) Boosts damage dealt by 50%. | 5★ |
Glimmer | (Cooldown Count = 2) Boosts damage dealt by 50%. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Fire Breath | 6 | 1 | No Effect | 5★ |
Fire Breath+ | 8 | 1 | No Effect | 5★ |
Flametongue | 11 | 1 | No Effect | 5★ |
Brutal Breath | 16 | 1 | Grants Spd+3. Grants Atk/Spd/Def/Res+X during combat. (Calculates X based on number of allies within 2 spaces of unit; 0 allies grants +5; 1 grants +3; 2 grants +1; ≥ 3 allies grants +0.) If the number of allies within 2 spaces is ≤ 1, inflicts Special cooldown charge-1 on foe per attack during combat. (Only highest value applied. Does not stack.) If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res. | 5★ |
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